More like:
Rogue Stealth: You appear to blend wherever you are. Even if someone's looking straight at a painting behind you they'll reflexively walk past you and never think about you standing in the way.
Rogue Climb: You're spiderman. Or an expert free-climber turned up to 11.
Rogue Bluff: The target believes whatever you are telling them to do. And no detect magic is ever going to find out otherwise. They aren't dominated - they just believe that their best interests align with whatever you've convinced them. (Think Suggestion on steroids with no magical trace).
Rogue disarm traps: You hold a button in your hand that can control the pit trap - it only now triggers when you press it. Or you've just spring-loaded the door and have the posoned needle trap facing outwards.
Rogue Disguise
The rogue can convincingly pass himself off as nearly anyone with a little time and preparation. To use this ability, 1/day the player temporarily stops playing. His character is presumed to have donned a disguise and gone “off camera”. At any subsequent point during play the player may choose any nameless, filler character (a villain’s minion, a bellboy in the hotel, the cop who just pulled you over) in a scene and reveal that that character is actually the PC in disguise!
Rogue Master Disguise
You inhabit your disguises so completely that you can actually fully inhabit another persona and unlock hidden skills and knowledge you don’t normally possess. While in a disguise, you may roll your Deceit minus two (so Fair if Great, or Good if Superb) instead of any other skill the disguised persona might reasonably possess. If you are outright imitating someone specific, sometimes this might give you a higher effective skill than they actually have – which is fine. You’re not a mind-reader, you’re simply so good at pretending that you can actually, temporarily unlock a skill that you believe your persona could have. Any time you use this stunt, you must roll a DC-10 saving throw. If you miss that target, you become lost in the persona for a time...
You must spread some experience around before giving it to Neonchameleon again.
But seriously, I think you're onto something.
Rogue Movement: Your nimble feet and acrobatics allow you to travel across any terrain however you choose. You may move up to 30'/round over any sort of terrain with no difficult terrain checks taking no damage from any hazards and provoking no opportunity attacks. This terrain may include chasms and pits of any depth.
Rogue Jump: After focusing your attention you may perform a stunning leap that seemingly defies gravity. After concentrating for one round, the Rogue may leap up to 40' in the air. He may remain there for 2 rounds, and may follow any flying creatures while up there. He takes no falling damage on return.
Rogue Backstab: Disliking long drawn out combat, the Rogue carefully targets an enemy's weak spot. The creature must make a constitution save or instantly die.